Files
Paradise/code/game/machinery/kitchen/gibber.dm
2015-07-09 02:48:34 -04:00

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/obj/machinery/gibber
name = "Gibber"
desc = "The name isn't descriptive enough?"
icon = 'icons/obj/kitchen.dmi'
icon_state = "grinder"
density = 1
anchored = 1
var/operating = 0 //Is it on?
var/dirty = 0 // Does it need cleaning?
var/mob/living/occupant // Mob who has been put inside
var/locked = 0 //Used to prevent mobs from breaking the feedin anim
var/gib_throw_dir = WEST // Direction to spit meat and gibs in. Defaults to west.
var/gibtime = 40 // Time from starting until meat appears
var/list/victims = list()
use_power = 1
idle_power_usage = 2
active_power_usage = 500
/obj/machinery/gibber/Destroy()
if(contents.len)
for(var/atom/movable/A in contents)
A.loc = get_turf(src)
if(occupant) occupant = null
return ..()
//gibs anything that stands on it's input
/obj/machinery/gibber/autogibber
var/acceptdir = NORTH
var/lastacceptdir = NORTH
var/turf/lturf
/obj/machinery/gibber/autogibber/New()
..()
spawn(5)
var/turf/T = get_step(src, acceptdir)
if(istype(T))
lturf = T
/obj/machinery/gibber/autogibber/process()
if(!lturf || occupant || locked || dirty || operating)
return
if(acceptdir != lastacceptdir)
lturf = null
lastacceptdir = acceptdir
var/turf/T = get_step(src, acceptdir)
if(istype(T))
lturf = T
for(var/mob/living/carbon/human/H in lturf)
if(istype(H) && H.loc == lturf)
visible_message({"<span class='danger'>\The [src] states, "Food detected!"</span>"})
sleep(30)
if(H.loc == lturf) //still standing there
if(force_move_into_gibber(H))
ejectclothes(occupant)
cleanbay()
startgibbing(null, 1)
break
/obj/machinery/gibber/autogibber/proc/force_move_into_gibber(var/mob/living/carbon/human/victim)
if(!istype(victim)) return 0
visible_message("<span class='danger'>\The [victim.name] gets sucked into \the [src]!</span>")
if(victim.client)
victim.client.perspective = EYE_PERSPECTIVE
victim.client.eye = src
victim.loc = src
src.occupant = victim
update_icon()
feedinTopanim()
return 1
/obj/machinery/gibber/autogibber/proc/ejectclothes(var/mob/living/carbon/human/H)
if(!istype(H)) return 0
if(H != occupant) return 0 //only using H as a shortcut to typecast
for(var/obj/O in H)
if(istype(O,/obj/item/clothing)) //clothing gets skipped to avoid cleaning out shit
continue
if(istype(O,/obj/item/weapon/implant))
var/obj/item/weapon/implant/I = O
if(I.implanted)
continue
if(istype(O,/obj/item/organ))
continue
if(O.flags & NODROP)
qdel(O) //they are already dead by now
H.unEquip(O)
O.loc = src.loc
O.throw_at(get_edge_target_turf(src,gib_throw_dir),rand(1,5),15)
sleep(1)
for(var/obj/item/clothing/C in H)
if(C.flags & NODROP)
qdel(C)
H.unEquip(C)
C.loc = src.loc
C.throw_at(get_edge_target_turf(src,gib_throw_dir),rand(1,5),15)
sleep(1)
visible_message("<span class='warning'>\The [src] spits out \the [H.name]'s possessions!")
/obj/machinery/gibber/autogibber/proc/cleanbay()
var/spats = 0 //keeps track of how many items get spit out. Don't show a message if none are found.
for(var/obj/O in src)
if(istype(O))
O.loc = src.loc
O.throw_at(get_edge_target_turf(src,gib_throw_dir),rand(1,5),15)
spats++
sleep(1)
if(spats)
visible_message("<span class='warning'>\The [src] spits out more possessions!</span>")
/*
//auto-gibs anything that bumps into it
/obj/machinery/gibber/autogibber
var/turf/input_plate
/obj/machinery/gibber/autogibber/New()
..()
spawn(5)
for(var/i in cardinal)
var/obj/machinery/mineral/input/input_obj = locate( /obj/machinery/mineral/input, get_step(src.loc, i) )
if(input_obj)
if(isturf(input_obj.loc))
input_plate = input_obj.loc
del(input_obj)
break
if(!input_plate)
log_misc("a [src] didn't find an input plate.")
return
/obj/machinery/gibber/autogibber/Bumped(var/atom/A)
if(!input_plate) return
if(ismob(A))
var/mob/M = A
if(M.loc == input_plate)
M.loc = src
M.gib()
*/
/obj/machinery/gibber/New()
..()
src.overlays += image('icons/obj/kitchen.dmi', "grjam")
/obj/machinery/gibber/update_icon()
overlays.Cut()
if (dirty)
src.overlays += image('icons/obj/kitchen.dmi', "grbloody")
if(stat & (NOPOWER|BROKEN))
return
if (!occupant)
src.overlays += image('icons/obj/kitchen.dmi', "grjam")
else if (operating)
src.overlays += image('icons/obj/kitchen.dmi', "gruse")
else
src.overlays += image('icons/obj/kitchen.dmi', "gridle")
/obj/machinery/gibber/relaymove(mob/user as mob)
if(locked)
return
src.go_out()
return
/obj/machinery/gibber/attack_hand(mob/user as mob)
if(stat & (NOPOWER|BROKEN))
return
if(operating)
user << "<span class='danger'>The gibber is locked and running, wait for it to finish.</span>"
return
if(locked)
user << "<span class='warning'>Wait for [occupant.name] to finish being loaded!</span>"
return
else
src.startgibbing(user)
/obj/machinery/gibber/attackby(obj/item/weapon/grab/G as obj, mob/user as mob, params)
if(!istype(G))
return ..()
if(G.state < 2)
user << "<span class='danger'>You need a better grip to do that!</span>"
return
move_into_gibber(user,G.affecting)
qdel(G)
/obj/machinery/gibber/MouseDrop_T(mob/target, mob/user)
if(usr.stat || (!ishuman(user)) || user.restrained() || user.weakened || user.stunned || user.paralysis || user.resting)
return
if(!istype(target,/mob/living))
return
var/mob/living/targetl = target
if(targetl.buckled)
return
move_into_gibber(user,target)
/obj/machinery/gibber/proc/move_into_gibber(var/mob/user,var/mob/living/victim)
if(src.occupant)
user << "<span class='danger'>The gibber is full, empty it first!</span>"
return
if(operating)
user << "<span class='danger'>The gibber is locked and running, wait for it to finish.</span>"
return
if(!(istype(victim, /mob/living/carbon/human)))
user << "<span class='danger'>This is not suitable for the gibber!</span>"
return
if(victim.abiotic(1))
user << "<span class='danger'>Subject may not have abiotic items on.</span>"
return
user.visible_message("<span class='danger'>[user] starts to put [victim] into the gibber!</span>")
src.add_fingerprint(user)
if(do_after(user, 30) && user.Adjacent(src) && victim.Adjacent(user) && !occupant)
user.visible_message("<span class='danger'>[user] stuffs [victim] into the gibber!</span>")
if(victim.client)
victim.client.perspective = EYE_PERSPECTIVE
victim.client.eye = src
victim.loc = src
src.occupant = victim
update_icon()
feedinTopanim()
/obj/machinery/gibber/verb/eject()
set category = "Object"
set name = "Empty Gibber"
set src in oview(1)
if (usr.stat != 0)
return
src.go_out()
add_fingerprint(usr)
return
/obj/machinery/gibber/proc/go_out()
if (operating || !src.occupant) //no going out if operating, just in case they manage to trigger go_out before being dead
return
if (locked)
return
for(var/obj/O in src)
O.loc = src.loc
if (src.occupant.client)
src.occupant.client.eye = src.occupant.client.mob
src.occupant.client.perspective = MOB_PERSPECTIVE
src.occupant.loc = src.loc
src.occupant = null
update_icon()
return
/obj/machinery/gibber/proc/feedinTopanim()
if(!occupant) return
var/arbitrary_delay = 16 //arbitrary delay for animating going down
locked = 1 //lock gibber
var/image/gibberoverlay = new //used to simulate 3D effects
gibberoverlay.icon = src.icon
gibberoverlay.icon_state = "grinderoverlay"
gibberoverlay.overlays += image('icons/obj/kitchen.dmi', "gridle")
var/image/feedee = new
occupant.dir = 2
feedee.icon = getFlatIcon(occupant, 2) //makes the image a copy of the occupant
var/atom/movable/holder = new //holder for occupant image
holder.name = null //make unclickable
holder.overlays += feedee //add occupant to holder overlays
holder.pixel_y = 25 //above the gibber
holder.pixel_x = 2
holder.loc = get_turf(src)
holder.layer = MOB_LAYER //simulate mob-like layering
holder.anchored = 1
var/atom/movable/holder2 = new //holder for gibber overlay, used to simulate 3D effect
holder2.name = null
holder2.overlays += gibberoverlay
holder2.loc = get_turf(src)
holder2.layer = MOB_LAYER + 0.1 //3D, it's above the mob, rest of the gibber is behind
holder2.anchored = 1
animate(holder, pixel_y = 16, time = arbitrary_delay) //animate going down
sleep(arbitrary_delay)
holder.overlays -= feedee //reset static icon
feedee.icon += icon('icons/obj/kitchen.dmi', "footicon") //this is some byond magic; += to the icon var with a black and white image will mask it
holder.overlays += feedee
animate(holder, pixel_y = -3, time = arbitrary_delay) //animate going down further
sleep(arbitrary_delay) //time everything right, animate doesn't prevent proc from continuing
qdel(holder) //get rid of holder object
qdel(holder2) //get rid of holder object
locked = 0 //unlock
/obj/machinery/gibber/proc/startgibbing(var/mob/user, var/UserOverride=0)
if(!istype(user) && !UserOverride)
log_debug("Some shit just went down with the gibber at X[x], Y[y], Z[z] with an invalid user. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
return
if(UserOverride)
msg_admin_attack("[occupant] ([occupant.ckey]) was gibbed by an autogibber (\the [src]) at (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
if(src.operating)
return
if(!src.occupant)
visible_message("<span class='danger'>You hear a loud metallic grinding sound.</span>")
return
use_power(1000)
visible_message("<span class='danger'>You hear a loud squelchy grinding sound.</span>")
src.operating = 1
update_icon()
var/offset = prob(50) ? -2 : 2
animate(src, pixel_x = pixel_x + offset, time = 0.2, loop = 200) //start shaking
var/slab_name = occupant.name
var/slab_count = 3
var/slab_type = /obj/item/weapon/reagent_containers/food/snacks/meat/human //gibber can only gib humans on paracode, no need to check meat type
var/slab_nutrition = src.occupant.nutrition / 15
slab_nutrition /= slab_count
for(var/i=1 to slab_count)
var/obj/item/weapon/reagent_containers/food/snacks/meat/new_meat = new slab_type(src)
new_meat.name = "[slab_name] [new_meat.name]"
new_meat.reagents.add_reagent("nutriment",slab_nutrition)
if(src.occupant.reagents)
src.occupant.reagents.trans_to(new_meat, round(occupant.reagents.total_volume/slab_count,1))
new /obj/effect/decal/cleanable/blood/gibs(src)
if(!UserOverride)
src.occupant.attack_log += "\[[time_stamp()]\] Was gibbed by <b>[user]/[user.ckey]</b>" //One shall not simply gib a mob unnoticed!
user.attack_log += "\[[time_stamp()]\] Gibbed <b>[src.occupant]/[src.occupant.ckey]</b>"
if(src.occupant.ckey)
msg_admin_attack("[user.name] ([user.ckey])[isAntag(user) ? "(ANTAG)" : ""] gibbed [src.occupant] ([src.occupant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
if(!iscarbon(user))
src.occupant.LAssailant = null
else
src.occupant.LAssailant = user
if(UserOverride) //this looks ugly but it's better than a copy-pasted startgibbing proc override
occupant.attack_log += "\[[time_stamp()]\] Was gibbed by <b>an autogibber (\the [src])</b>"
src.occupant.emote("scream")
playsound(src.loc, 'sound/effects/gib.ogg', 50, 1)
victims += "\[[time_stamp()]\] [occupant.name] ([occupant.ckey]) killed by [UserOverride ? "Autogibbing" : "[user] ([user.ckey])"]" //have to do this before ghostizing
src.occupant.death(1)
src.occupant.ghostize()
qdel(src.occupant)
spawn(src.gibtime)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
operating = 0
for (var/obj/item/thing in contents) //Meat is spawned inside the gibber and thrown out afterwards.
thing.loc = get_turf(thing) // Drop it onto the turf for throwing.
thing.throw_at(get_edge_target_turf(src,gib_throw_dir),rand(1,5),15) // Being pelted with bits of meat and bone would hurt.
sleep(1)
for (var/obj/effect/gibs in contents) //throw out the gibs too
gibs.loc = get_turf(gibs) //drop onto turf for throwing
gibs.throw_at(get_edge_target_turf(src,gib_throw_dir),rand(1,5),15)
sleep(1)
pixel_x = initial(pixel_x) //return to it's spot after shaking
src.operating = 0
update_icon()